Archive
Here are the blogs posts published so far, grouped by category and subject. We write mainly about game development, but are also quite interested in functional programming .
Game Development
Unity deep dives
- How does Unity export to so many platforms? (Feb. 2014)
- How does Unity scripting work under the hood? (Dec. 2014)
- Unity serialization series
- Part 1: How it works and examples (Apr. 2015)
- Part 2: Defining a Serializable type (Oct. 2015)
- Part 3: Scriptable Objects (Oct. 2015)
- Android 6 (Marshmallow) permissions and Unity (Jul. 2016)
- C#’s finalizer/destructor trap (Sep. 2019)
- Unity’s scripting duality and object destruction (Apr. 2020)
- Null check and equality in Unity (Apr. 2020)
- Asynchronous programming in Unity: Coroutines vs. async/await (Sep. 2023)
Terraced Terrain Generator
- Developing a Terraced Terrain Generator (Apr. 2023)
- Terraced Terrain Generator performance improvements (Apr. 2023)
- Adding custom terrace heights to Terraced Terrain Generator (Nov. 2023)
- Adding more detail to Terraced Terrain Generator using Perlin noise octaves (Jan. 2024)
Postmortems
- [Postmortem] Developing an educational, kiosk, VR game for Windows Mixed Reality (Jul. 2019)
- How Windows Mixed Reality’s poor reliability forced a kiosk game switch to HTC VIVE (Aug. 2021)
- [Postmortem] Parker - the game (Apr. 2023)
Other
- When software internationalization isn’t just about UI: a tale of how a parsing error crashed our game (Apr. 2021)
- Finally, a proper Game Design Document (whatever that means) (Sep. 2022)
- Game testing made easier: decoupling code (Mar. 2023)
- Generating an icosphere with code (Jun. 2024) (archive)
- Creating and using a native iOS/iPadOS (Swift) library in Unity (Nov. 2024)
Software Development
Functional Programming
- FP: Currying vs. partial application (Oct. 2017)